Hi Gerrit,

Gerrit Voß wrote:
> On Thu, 2009-06-18 at 11:12 +0800, Gerrit Voß wrote:
>> On Wed, 2009-06-17 at 21:44 -0500, Carsten Neumann wrote:
>>> The reason I think this also affects the new stuff is because it is 
>>> before that actually gets a chance, i.e. the DrawEnv::activateState 
>>> short circuits the state change before it gets to any infrastructure 
>>> specific code. There is also a bug in SHLChunk::changeFrom, see the 
>>> "Graph operators & OSG shader variables" thread on the users list for a 
>>> patch.
>> unfortunately there is more wrong. My quick test gives me weird results
>> such as  switched of lights where they should not. So I guess I have to
>> dig a little more ;)
>>
> 
> ;), after fixing this the good news is, the new infrastructure actually
> does it right, because the overrides are different so the 
> oldOver != newOver test succeeds and it goes to changeTo.

hm, why are the overrides different? Offhand that sounds a bit odd, 
given that we are talking about two objects with same material.

> Actually
> to often for my liking so I see if I can get an early out for the
> case where only the shader params change. 
> 
> Sadly that does not really help us with the old OSG1 derived stuff ;(.
> One question though is is the compat stuff good enough so we can remove
> the original implementation and don't worry about it.
> Well worst case we can take out the test if the old shaders are active.

hm, ok.
Related to that: How about dropping the old stuff and only keeping the 
compatibility layer of the new infrastructure? What is the difference 
between the two - is renaming SHLChunk to SimpleSHLChunk everywhere 
enough to convert an app?
I understand this does not help with the update problem, as you said the 
compatibility layer is also affected, but it would reduce the number of 
combinations that folks can build.

> Let's see where the early out takes us, maybe we can reuse some bits.

Let me know if I can help implement this, just tell me what your ideas 
are and I'll see if I can come up with the right code ;)

        Cheers,
                Carsten


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